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from __future__ import generators
import os, random, math
import images, gamesrv
from images import ActiveSprite
import boards
from boards import CELL
from player import Dragon, BubPlayer, scoreboard
from bubbles import Bubble
from bonuses import Bonus
from mnstrmap import PlayerBubbles
from mnstrmap import Monky
import bonuses
from ext6 import snd_crash
LocalDir = os.path.basename(os.path.dirname(__file__))
ANGLE_COUNT = 24
ANGLE_STEP = 360 / ANGLE_COUNT
ANGLE_TABLE = {}
for i in range(ANGLE_COUNT):
a = i*ANGLE_STEP*math.pi/180.0
ANGLE_TABLE[i*ANGLE_STEP] = (math.cos(a), math.sin(a))
localmap = {}
for i in range(ANGLE_COUNT):
localmap['camel', i] = ('image1-%d.ppm', (0, i*36, 36, 36))
music = gamesrv.getmusic(os.path.join(LocalDir, 'music.wav'))
snd_fire = gamesrv.getsample(os.path.join(LocalDir, 'fire.wav'))
snd_hit = gamesrv.getsample(os.path.join(LocalDir, 'hit.wav'))
class Plane(ActiveSprite):
lock = None
def __init__(self, camel, bubber, dcap, x, y, dirhint=None):
self.bubber = bubber
self.dcap = dcap
self.camel = camel
self.shotlist = camel.score.setdefault(bubber, {})
if x < x_min:
x = x_min
elif x > x_max:
x = x_max
if y < 4*CELL:
y = 4*CELL
elif y > (curboard.height-4)*CELL - 36:
y = (curboard.height-4)*CELL - 36
if dirhint not in (1, -1):
controldelay = 5
if x < boards.bwidth//2:
dir = 1
else:
dir = -1
else:
controldelay = 20
if x < boards.bwidth//3:
dir = 1
elif x >= boards.bwidth*2//3:
dir = -1
else:
dir = dirhint
if dir > 0:
self.angle = 0
self.flipped = False
else:
self.angle = 180
self.flipped = True
ActiveSprite.__init__(self, self.getico(), x, y)
self.fx = self.x
self.fy = self.y
self.controlgen = self.control(delay=controldelay)
self.gen.append(self.fly())
self.gen.append(self.controlgen)
self.gen.append(self.blink())
self.gen.append(self.bob())
def controlled(self):
return self.controlgen in self.gen
def getico(self):
a = self.angle // ANGLE_STEP
if self.flipped:
if a:
a = ANGLE_COUNT-a
key = 'vflip', ('camel', a, self.bubber.pn)
else:
key = 'camel', a, self.bubber.pn
return images.sprget(key)
def blink(self):
for i in range(10):
yield None
yield None
self.setdisplaypos(-256, -256)
yield None
self.setdisplaypos(-256, -256)
yield None
self.touchable = 1
def bob(self):
f = 3.0
for i in range(0, 1080, ANGLE_STEP):
self.fy += f * ANGLE_TABLE[i % 360][1]
f *= 0.98
yield None
## def loosealtitude(self, y0, angle0):
## if 90 <= angle0 < 270 or (angle0 == 270 and not self.flipped):
## angledir = -1
## else:
## angledir = 1
## for i in range(0, 180, ANGLE_STEP):
## if i % (4*ANGLE_STEP) == 0 and not (45 <= angle0 <= 135):
## angle0 += ANGLE_STEP * angledir
## angle0 = (angle0 + 360) % 360
## y0 += 4.0 * ANGLE_TABLE[i][1]
## if y0 > self.fy:
## self.fy = y0
## self.angle = angle0
## yield None
def turn(self, dir):
self.angle += ANGLE_STEP * dir
self.angle = (self.angle + 360) % 360
def control(self, delay=0):
bubber = self.bubber
prev_key_jump = 0
for i in range(delay):
yield None
shootdelay = 0
while True:
wannago = bubber.wannago(self.dcap)
self.turn(wannago)
if shootdelay:
shootdelay -= 1
elif bubber.key_fire:
x = self.x + self.ico.w//2
y = self.y + self.ico.h//2
acos, asin = ANGLE_TABLE[self.angle]
x += acos * 20
y += asin * 20
if self.flipped:
acos = -acos
asin = -asin
x -= asin * 5
y += acos * 5
self.play(snd_fire)
Shot(self, int(x), int(y), self.angle, 2)
Shot(self, int(x), int(y), self.angle)
shootdelay = 7
for i in range(2):
if bubber.key_jump > prev_key_jump:
self.flipped = not self.flipped
prev_key_jump = bubber.key_jump
yield None
for s in self.touching(12):
if isinstance(s, Plane) and s is not self:
ico = images.sprget(Monky.decay_weapon[1])
s1 = ActiveSprite(ico,
(self.x+s.x)//2 + self.ico.w//2 - CELL,
(self.y+s.y)//2 + self.ico.h//2 - CELL)
s1.gen.append(s1.die(Monky.decay_weapon[1:], 4))
s1.play(snd_crash)
self.gen = [self.godowninflames(s)]
s.gen = [s.godowninflames(self)]
def fly(self, speed=3.3):
while True:
if (self.y < 0 and not (0 < self.angle < 180) and
((abs(270 - self.angle) < -4*self.y) or random.random() < 0.2)):
if (90 <= self.angle < 270 or
(self.angle == 270 and not self.flipped)):
self.turn(-1)
else:
self.turn(1)
ico = self.getico()
acos, asin = ANGLE_TABLE[self.angle]
self.fx += acos * speed
self.fy += asin * speed
self.move(int(self.fx), int(self.fy), ico)
if self.x < x_min:
self.angle = 2 * ANGLE_STEP
self.flipped = not self.flipped
self.gen = [self.godowninflames()]
self.play(images.Snd.Pop)
elif self.x > x_max:
self.angle = 180 - 2 * ANGLE_STEP
self.flipped = not self.flipped
self.gen = [self.godowninflames()]
self.play(images.Snd.Pop)
elif self.y > y_max:
self.gen = [self.crashed()]
yield None
def godowninflames(self, hit_by_plane=None):
if hit_by_plane and hit_by_plane in self.shotlist:
hittime = self.shotlist[hit_by_plane]
if BubPlayer.FrameCounter < hittime + 60:
del self.shotlist[hit_by_plane]
scoreboard()
self.seticon(self.getico())
self.gen.append(self.fly())
trail = [(self.x, self.y)] * 7
ico = images.sprget(PlayerBubbles.explosion[0])
s = ActiveSprite(ico, self.x + self.ico.w//2 - CELL,
self.y + self.ico.h//2 - CELL)
s.gen.append(s.die(PlayerBubbles.explosion))
self.bubber.emotic(self, 4)
while True:
yield None
if random.random() < 0.37:
ico = images.sprget(Bubble.exploding_bubbles[0])
x, y = random.choice(trail)
x += random.randint(-10, 10)
y += random.randint(-10, 10)
s = ActiveSprite(ico, x+2, y+2)
s.gen.append(s.die(Bubble.exploding_bubbles))
if random.random() < 0.5:
yield None
if 90 <= self.angle < 270:
lst = [0, 0, 0, 0, -1, -1, -1, 1, 1]
else:
lst = [0, 0, 0, 0, -1, -1, 1, 1, 1]
self.turn(random.choice(lst))
trail.pop(0)
trail.append((self.x, self.y))
def crashed(self):
self.untouchable()
self.play(snd_crash)
ico = images.sprget(Monky.decay_weapon[1])
self.seticon(ico)
self.step(self.ico.w//2 - CELL,
self.ico.h//2 - CELL)
self.gen.append(self.die(Monky.decay_weapon[1:], 4))
yield None
def kill(self):
try:
self.bubber.dragons.remove(self)
except ValueError:
pass
ActiveSprite.kill(self)
class Shot(ActiveSprite):
def __init__(self, plane, x, y, angle, steps=0):
ico = images.sprcharacterget('.')
ActiveSprite.__init__(self, ico, x-4, y-12)
self.plane = plane
self.angle = angle
self.gen.append(self.moving(steps))
def moving(self, steps=0):
minx = 2*CELL - 4
maxx = (curboard.width-2)*CELL - 4
maxy = (curboard.height-1)*CELL - 12
fx = self.x
fy = self.y
dx, dy = ANGLE_TABLE[self.angle]
dx *= 7.6
dy *= 7.6
fx += dx * steps
fy += dy * steps
for i in range(22-steps):
for s in images.touching(self.x+3, self.y+11, 2, 2):
if isinstance(s, Plane) and s is not self.plane:
self.play(snd_hit)
self.kill()
if s.controlled():
s.gen = [s.godowninflames(self.plane)]
self.plane.shotlist[s] = BubPlayer.FrameCounter
bonuses.points(self.x + 4 - CELL, self.y + 12 - CELL,
self.plane, 100)
return
fx += dx
fy += dy
self.move(int(fx), int(fy))
if self.x < minx or self.x > maxx or self.y > maxy:
break
yield None
self.kill()
class Camel:
def bgen(self, limittime = 90.1): # 1:30
self.score = {}
for t in boards.initsubgame(music, self.displaypoints):
yield t
tc = boards.TimeCounter(limittime)
for t in self.frame(tc):
t = boards.normal_frame()
self.build_planes()
yield t
tc.update(t)
if (BubPlayer.FrameCounter & 15) == 7:
for s in images.ActiveSprites:
if isinstance(s, Bubble):
s.pop()
elif isinstance(s, Bonus):
s.kill()
tc.restore()
score = {}
for player, shotlist in self.score.items():
score[player] = len(shotlist)
for t in boards.result_ranking(score):
for p in BubPlayer.PlayerList:
for d in p.dragons[:]:
d.kill()
yield t
self.remove_planes()
def displaypoints(self, bubber):
return len(self.score.get(bubber, ()))
def build_planes(self):
for p in BubPlayer.PlayerList:
dragons = [d for d in p.dragons if not isinstance(d, Plane)]
if dragons and len(p.dragons) == len(dragons):
dragon = random.choice(dragons)
if dragon.dcap['infinite_shield']:
start_position = self.select_start_position()
dirhint = None
else:
start_position = dragon.x-2, dragon.y-2
dirhint = getattr(dragon, 'dir', None)
plane = Plane(self, p, dragon.dcap,
start_position[0], start_position[1], dirhint)
p.dragons.append(plane)
p.emotic(plane, 4)
for d in dragons:
d.kill()
def remove_planes(self):
for p in BubPlayer.PlayerList:
for d in p.dragons[:]:
d.kill()
def select_start_position(self):
planes = [d for p in BubPlayer.PlayerList
for d in p.dragons
if isinstance(d, Plane)]
distmin = 180
while True:
x = random.choice([x_min, x_max])
y = random.randint(2*CELL, (curboard.height-4)*CELL - 36)
for d in planes:
dist = (x-d.x)*(x-d.x) + (y-d.y)*(y-d.y)
if dist < distmin*distmin:
break
else:
return x, y
distmin = int(distmin * 0.94)
def frame(self, tc):
y = curboard.height-1
for x in range(2, curboard.width-2):
if (y, x) not in curboard.walls_by_pos:
curboard.putwall(x, y)
curboard.reorder_walls()
for y in range(0, curboard.height-1):
yield None
for x in range(2, curboard.width-2):
if (y, x) in curboard.walls_by_pos:
curboard.killwall(x, y)
while tc.time != 0.0:
yield None
# This game is suitable for at least min_players players
min_players = 2
def run():
global curboard, x_min, x_max, y_max
from boards import curboard
x_min = 2*CELL - 3
x_max = (curboard.width-2)*CELL - 36 + 3
y_max = (curboard.height-1)*CELL - 36 + 7
boards.replace_boardgen(Camel().bgen())
def setup():
for key, (filename, rect) in localmap.items():
filename = os.path.join(LocalDir, filename)
if filename.find('%d') >= 0:
for p in BubPlayer.PlayerList:
images.sprmap[key + (p.pn,)] = (filename % p.pn, rect)
else:
images.sprmap[key] = (filename, rect)
setup()
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